Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
On the plus side, I have Synthetic Dawn now, as well as Utopia, so it will be MUCH easier updating stuff with that in mind (and I can fix the Kornag....)
It'd be based purely on how the other mods are, since this mod only touches visuals.
And for the last time. I can NOT fix anything if I don't have something to reference, like error logs or a bloody picture. Finding somewhere to upload a picture for a link is not that hard. Look up a site called 'Imgur'. For posting error logs, try looking up a site called 'Pastebin'. A little effort goes a long way.
I purposely designed this mods interface to show slightly messed up boxes for the mods you don't have but it supports. The reason for this is because if you don't have anything to display in the window for something the mod supports, you get huge ugly graphics errors. I figured small graphics complaints were better so that you could pick and chose your mods.
traditions_topbar_view missing containerWindowType for tradition category: 'tradition_exploration'
even if I have all the mods
Surprisingly the icon positions and arrow set up is pretty much the same for both versions of 'Exploration' so I can code to display both in the same few lines Thought that's only needed because they have the same name. It 'should' display whichever one you have running, but I haven't checked recently.
Can you describe the error you're having with the tab please? Ideally take a picture and put it on an image hosting site and share the link. (you can also put this in the discussion are for Plentiful Traditions)
Firstly, the game crashed before I got to the Empire screen.
Secondly, holy shite this error log https://pastebin.com/fAMreM8k
Thirdly, there's nothing in that error log indicating tradition overlaps, except in 'prosperity' which makes no sense, and 'Exploration' which I already knew about.
So for now, I would recommend, for stability, only running one tradtion mod at a time. Several of the larger ones seem to not be up-to-date correctly.
Same with Order that Evil_Lord_Proteus mentioned. I can't fine evidence that they are conflicting.
If it was conflicting, I'd see what I saw with Expanded Tradition Choice and Additional Traditions did with their tradtion names, no file tag means they _WERE_ overwriting, and Exploration got messed up.(I chose to just use one code slot for both, and allow it to display either one)
I'll go check in game for whatever may be happening, but honestly, I don't understand how they could be, if they are, interfering.
Also, I substituted Plentiful Traditions with Plentiful Traditions 2.0 with your mod and I did not notice a difference beisdes new traditions added in 2.0 not being present. One more thing, not sure if you noticed but there are two versions of Order, as well. I bring that up becuase you mentioned there being two versions of Exploration, though I only saw one when I tried your compillation.
I understand that the 'placeholders' for mods you don't have enabled look a bit odd, but that was the best I could do without actually including all the traditions code from the other mods. I'd like to think that considering how neat they look for 'erroring out' it'd be worth it for the modularity.
@☭✭☭ papanikolis13 ☭✭ I'll take a look at the Plentiful Traditions 2
It turns out that the reason I was getting those weird broken traditions was because that's what happens when you don't use one of the mods in the list of mods this compilation is made for. The compillation still reserves a spot for and tries to place absent traditions into the traditions menu, but when the tradition is not actually present, it leaves this weird messed up standin in their place.
I don't have Lords of the Stars installed. Is it neccesary to have?
Best regards.
I think I found the problem I was ignoring by accident, and I think I fixed ti now. I hope.
I've got exactly the same problem as Karchedon, the last modification you made didn't change anything sadly, wouldn't it be possible to assure a repartion of the tradition that occupy all horizontal lines available? there are innocupied space that could fit for the hidden traditions below the AP bar ... it could resolve the problem if thes three trad could go down in existing free place.
Anyways sorry to bother you so much and thanks for helping us.
Regards.
@Karchedon I had the x and y values reversed for what I thought they should have been doing. I bumped the traditions down to compensate, rather than working out how to triple-row the APs.
[22:34:57][topbar_traditions_view.cpp:95]: traditions_topbar_view missing containerWindowType for tradition category: 'tradition_est_compatibility'
[22:34:57][effect_impl.cpp:2875]: Failed to get a random class namelist in create_species effect. ClassTag = StarTrek. file: events/FEE_fallen_empire_initializer_events.txt line: 129
[22:35:01][event.cpp:662]: Script Error, attempted to execute an event on an unsupported scope!
Event: relic.310
Thank you very much.
Regards.
Will try to find the problem mod by mod, but it seems quite herd to test all of them though.
regards.
Again, error logs and screen shots of any problem (if possible) would be very useful.
The error log is located in drive:\username\Documents\Paradox Interactive\Stellaris\logs
Due to the placeholder effect of my mod, there will be a lot of 'can't find this texture' or 'this tradition already exists', and with how Paradox did something, there are errors about 'must be in UTF8-BOM' even though they still work. After that though, I might be able to find something that's going on.
I imagine I could take a look at the code at least, and try to work something out.